112 lines
4.5 KiB
JavaScript
112 lines
4.5 KiB
JavaScript
//=============================================================================
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// Plugin_Name : RX_T_Change_BattleBack(in_Battle)
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// File_Name : RX_T_Change_BattleBack(in_Battle).js
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// Version : 1.02
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// Copylight : 2015 TYPE74RX-T
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//=============================================================================
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//=============================================================================
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/*:
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* @plugindesc イベントコマンド「戦闘背景の変更」を戦闘中でも行えるようになります。
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* @author TYPE74RX-T
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* @help 戦闘背景の変更EX
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* ============================================================================
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* * 戦闘背景の変更EX・ヘルプ
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* ============================================================================
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* イベントコマンド「戦闘背景の変更」を戦闘中でも行えるようになります。
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* ============================================================================
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* * 更新履歴
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* ============================================================================
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* 2016/10/11(Ver 1.02)
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* ・Canvasモードでの動作において戦闘背景の変更コマンドが発動しない不具合を修正
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* 2015/10/29(Ver 1.01)
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* ・一部不要な変数の定義をしていたのを削除。
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* ・競合を軽減するため一部変数名を変更。
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* ============================================================================
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* * 使い方
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* ============================================================================
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* プラグインを導入すれば、あとはバトルイベントで
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* イベントコマンド「戦闘背景の変更」を選択して
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* 変更したい背景に変更すればOKです。
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* ============================================================================
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* * ドキュメント終了
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* ============================================================================
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*/
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(function () {
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//Game_Temp
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var rx_t_gtp151026_initialize = Game_Temp.prototype.initialize;
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Game_Temp.prototype.initialize = function () {
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rx_t_gtp151026_initialize.call(this);
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this._rx_changeBatBack_in_battle = false;
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};
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//Game_Map
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var rx_t_gmpp151026_changeBattleback = Game_Map.prototype.changeBattleback;
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Game_Map.prototype.changeBattleback = function (
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battleback1Name,
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battleback2Name
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) {
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rx_t_gmpp151026_changeBattleback.call(
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this,
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battleback1Name,
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battleback2Name
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);
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if (BattleManager.isBattleTest()) {
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$dataSystem.battleback1Name = battleback1Name;
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$dataSystem.battleback2Name = battleback2Name;
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}
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if ($gameParty.inBattle() && !$gameTemp._rx_changeBatBack_in_battle) {
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$gameTemp._rx_changeBatBack_in_battle = true;
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}
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};
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//Spriteset_battle
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var rx_t_spbp151026_updateBattleback =
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Spriteset_Battle.prototype.updateBattleback;
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Spriteset_Battle.prototype.updateBattleback = function () {
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rx_t_spbp151026_updateBattleback.call(this);
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if ($gameParty.inBattle() && $gameTemp._rx_changeBatBack_in_battle) {
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if (
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this.battleback1Bitmap().isReady() &&
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this.battleback2Bitmap().isReady()
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) {
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$gameTemp._rx_changeBatBack_in_battle = false;
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if (
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(this._back1Sprite.bitmap || this._back2Sprite.bitmap) &&
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Graphics.isWebGL() != true
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) {
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this._canvasReAddBattleback();
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} else {
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this._back1Sprite.bitmap = this.battleback1Bitmap();
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this._back2Sprite.bitmap = this.battleback2Bitmap();
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}
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}
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}
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};
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Spriteset_Battle.prototype._canvasReAddBattleback = function () {
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var margin = 32;
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var x = -this._battleField.x - margin;
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var y = -this._battleField.y - margin;
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var width = Graphics.width + margin * 2;
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var height = Graphics.height + margin * 2;
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var index = this._battleField.children.indexOf(this._back1Sprite);
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this._battleField.removeChild(this._back1Sprite);
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this._back1Sprite = null;
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this._back1Sprite = new TilingSprite();
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this._back1Sprite.move(x, y, width, height);
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this._back1Sprite.bitmap = this.battleback1Bitmap();
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this._battleField.addChildAt(this._back1Sprite, index);
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index = this._battleField.children.indexOf(this._back2Sprite);
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this._battleField.removeChild(this._back2Sprite);
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this._back2Sprite = null;
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this._back2Sprite = new TilingSprite();
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this._back2Sprite.move(x, y, width, height);
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this._back2Sprite.bitmap = this.battleback2Bitmap();
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this._battleField.addChildAt(this._back2Sprite, index);
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this.locateBattleback();
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};
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})();
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